Association des éditeurs des Hauts de France
High quality titles from a selection of French independent publishers
View Rights PortalHigh quality titles from a selection of French independent publishers
View Rights PortalPublishing House specialized in Graphic Novels and cinema books. We've Biographies set in WWII and Spanish Civil War, Fantasy graphic novels and humour
View Rights PortalTouting informal settlements or informality in general as illegal, crime-ridden, unsafe, filthy, chaotic, and formal developments as legal, orderly or safe, and so forth has not solved anything and informality as a way of life or an economic reality lingers and grows. Demystifying informal urban design and planning delves deeper into this conundrum and seeks to debunk some common misguided perceptions about it. Borrowing popular philosophical and political analogies from Isaiah Berlin and Gregory Treverton and others, it encourages urban designers and planners to become multitaskers like foxes rather than hedgehogs who can do one thing right. The book ends with some general takeaways on assuming more proactive roles in informal urban design issues and avoiding two potential pitfalls while interacting with them.
Crafting design in Italy is the first book to examine the role that craft played in post-war Italian design, one of the most celebrated design episodes in the twentieth century. Craft was vital to the development of Italian design, and it has been so far overlooked. This book examines the multiple ways craft shaped Italian design from 1945 to the 1980s in the context of bigger socio-economic, cultural and political change; from post-war reconstruction to the economic 'miracle' of the 1960s, to the rise of the countercultural Radical Design movement and advent of postmodernism. It consists of case studies on design areas including product, furniture, fashion, glass and ceramics to bring to light previously unknown makers and objects as well as re-examine design 'icons' such as Gio Ponti's Superleggera chair and Ettore Sottsass's Memphisware. It also offers a model for analysing design and craft's relationship in other contexts, including today. ;
This book tells the story of critical avant-garde design in Japan, which emerged during the 1960s and continues to inspire designers today. The practice communicates a form of visual and material protest drawing on the ideologies and critical theories of the 1960s and 1970s, notably feminism, body politics, the politics of identity, and ecological, anti-consumerist and anti-institutional critiques, as well as the concept of otherness. It also presents an encounter between two seemingly contradictory concepts: luxury and the avant-garde. The book challenges the definition of design as the production of unnecessary decorative and conceptual objects, and the characterisation of Japanese design in particular as beautiful, sublime or a product of 'Japanese culture'. In doing so it reveals the ways in which material and visual culture serve to voice protest and formulate a social critique.
Design Thinking: Solve problems together, user-centered and iterative, develop innovations and have fun doing so! - Practical cards for innovation project work with change of perspective- Consistently customer-oriented and iterative- Targeted use of the maps in project planning and implementation with Design Thinking- Pragmatic, compact and wonderfully descriptive- Suitable for the most diverse questions or problems- With folding poster for targeted use of maps in project planning and decorative at the workplace- From the authors "Design Thinking Quick Start
This work explores the idea of the Celt and the definition of the so-called "Celtic Fringe" over the last 300 years. It is an in-depth study of the literary and cultural representation of Ireland, Scotland and Wales over this period, and is based on a wide-ranging grasp of issues of national identity and state formation. The idea of the Celt and Celticism is once again highly fashionable. Is there such a common Celtic heritage? What is the place of the "Celtic Fringe" in British identity? Pittock begins by assessing the term "Celtic" itself, by questioning its validity, going on to examine its historic uses and heroic notions of Scotland's past. The Celtic Revival of the late 19th century is examined in detail together with its impact on Irish nationalism. Pittock asks how far the "Celtic" experience in Britain can be described as a colonial one, and examines the importance of the Celtic languages in preserving a sense of identity. Contemporary issues such as the literary language of the Troubles in Northern Ireland and the growth of modern Scottish nationalism are also considered. ;
Taking a cue from revisionist scholarship on early modern vernacular architectures and their relationship to the classical canon, this book rehabilitates the reputations of a representative if misunderstood building typology - the eighteenth-century brick terraced house - and the artisan communities of bricklayers, carpenters and plasterers responsible for its design and construction. Opening with a cultural history of the building tradesman in terms of his reception within contemporary architectural discourse, chapters consider the design, decoration and marketing of the town house in the principal cities of the eighteenth- and early nineteenth-century British Atlantic world. The book is essential reading for students and scholars of the history of architectural design and interior decoration specifically, and of eighteenth-century society and culture generally.
Mörderische Machtspiele im Elite-Internat. Back to "Night School" Wenn du an einen der sichersten Orte der Welt gebracht wirst und sie dich trotzdem finden… Gray, die Tochter der Premierministerin, wird zu ihrem Schutz nach Cimmeria, einem Eliteinternat, gebracht. Es dauert jedoch nicht lange, bis ihre Feinde sie aufgespürt haben. Wird Gray fliehen oder sich der Gefahr stellen? Ungekürzt gelesen von Leonie Landa
Design and Popular Entertainment offers a selection of nine essays that examine the range of design for popular entertainment, from theatre and film, to television and radio. Investigating entertainment design from the late nineteenth century to the 1960s, the book is divided into two sections. The first addresses the 'hardware' of popular entertainment, in other words the objects through which images, sound and performance are transmitted. The second explores the construction of cinematic and televisual imagery and the design of objects for the screen, the 'software' of entertainment. In so doing it offers important insights into this little explored aspect of design. Topics covered by the collection include the design of theatrical lighting and stage sets, cinema and radio design, the representation of designers within film, and the relationship between design and television. The book's concentration on the 1950s and 1960s reflects the profound changes in modes of entertainment that took place during that period, in particular the spread of television, which not only attracted a huge popular audience but also stimulated experimental designing approaches and thinking. With particular focus on the way that both the objects and the construction of entertainment have altered audience's experience, the essays present a novel approach to the subject. This book will be of particular interest to students and teachers working in design and cultural history as well as film and theatre studies. ;
An archaeology of innovation is the first monograph-length investigation of innovation and the innovation process from an archaeological perspective. It interrogates the idea of innovation that permeates our popular media and our political and scientific discourse, setting this against the long-term perspective that only archaeology can offer. Case studies span the entire breadth of human history, from our earliest hominin ancestors to the contemporary world. The book argues that the present narrow focus on pushing the adoption of technical innovations ignores the complex interplay of social, technological and environmental systems that underlies truly innovative societies; the inherent connections between new technologies, technologists and social structure that give them meaning and make them valuable; and the significance and value of conservative social practices that lead to the frequent rejection of innovations.
People’s lives and careers are becoming ever more unpredictable. The “life-design paradigm” described in detail in this handbook helps counselors and others meet people’s increasing need to develop and manage their own lives and careers. Life-design interventions, suited to a wide variety of cultural settings, help individuals become actors in their own lives and careers by activating, stimulating, and developing their personal resources. This handbook first addresses life-design theory, then shows how to apply life designing to different age groups and with more at-risk people, and looks at how to train life-design counselors. Target Group: Counsellors, coaches, career and vocational advisors.
Design and the Modern Magazine provides a thematically arranged set of essays that examine the changing character of the magazine as an important aspect of cultural life from the late nineteenth century until today. In doing so it offers some of the first detailed case-studies of individual titles and analyses how design decisions are made alongside editorial, commercial and technical considerations. The book suggests ways to understand the magazine as a designed object. Among the more significant titles considered are Woman's Home Companion, Design, Woman and Vogue. While largely drawing from British and American sources, the book also covers the impact of modern design ideas from Europe on such publications. The essays present new and original scholarship on the subject and will be of use to students and teachers working on a wide range of art and design history, and literature studies courses. ;
Head in the game brings together international scholars from multiple humanities, social science, and scientific disciplines to critically examine one of the most vexing issues in global sport: concussion. It argues that science and medicine alone cannot solve the concussion crisis: sociocultural factors must also be considered. This edited collection draws attention to the ways that social, cultural, historical, political, literary, philosophical, and legal factors have shaped the concussion crisis in sport. Head in the game is essential reading for those who want to understand how the concussion crisis came to be, and provides guidance for developing ethical and evidence-based solutions in the future.
Der Versuch über Kafka Beschreibung einer Form ist Martin Walsers Dissertation, sie erschien erstmals 1961 und ist eine bemerkenswerte Einführung in das Werk Franz Kafkas, das eine so tiefe und nicht nachlassende Wirkung ausübt.
A compelling tour of Shakespeare's England that makes a powerful contribution to the 'authorship question'. How do we know Shakespeare was Shakespeare? Could a glover's son who left school at fifteen really be the author behind such masterpieces as Hamlet, King Lear and The Tempest? Yes! says historian Susan Amussen. She transports readers back to early modern England, to travel the path that carried William Shakespeare from humble origins in Stratford to literary greatness on the London stage. This was a society undergoing rapid change. Grammar schools made education in Latin and Greek available to commoners, while touring players brought the latest dramatic productions to the masses. And in London, a metropolis filled with European visitors, ordinary people had the opportunity to see courtly life up close. No serious historian doubts that Shakespeare was the author of the plays that bear his name. Susan Amussen shares what they know: that Shakespeare's England was a complex and cosmopolitan place, with everything a talented young playwright needed to develop his craft and furnish his imagination.